From 09533ab9379a675a89638132fb6831b420ebb8f4 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 16 Jan 2026 02:53:57 +0000 Subject: Add glDebugScope Wrapper for glPushDebugGroup/glPopDebugGroup which allows neatly grouping OpenGL calls in diagnostic tools. --- gfx/gl/sceneRenderer.cpp | 99 ++++++++++++++++++++++++++++-------------------- 1 file changed, 57 insertions(+), 42 deletions(-) (limited to 'gfx/gl/sceneRenderer.cpp') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 9a4d153..65b4609 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -14,7 +14,9 @@ static constexpr const std::array displayVAOdata {{ {1, -1, 1, 0}, }}; -SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : +SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : SceneRenderer {s, o, glDebugScope {o}} { } + +SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o, glDebugScope) : camera {{-1250000, -1250000, 35.0F}, quarter_pi, ratio(s), 100, 10000000}, size {s}, output {o}, lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} { @@ -59,6 +61,7 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : void SceneRenderer::resize(ScreenAbsCoord newSize) { + glDebugScope _ {output}; size = newSize; camera.setAspect(ratio(size)); const auto configuregdata = [this](const GLuint data, const GLint iformat, const GLenum format) { @@ -77,55 +80,66 @@ SceneRenderer::resize(ScreenAbsCoord newSize) void SceneRenderer::render(const SceneProvider & scene) const { + glDebugScope _ {output}; shader.setViewProjection(camera.getPosition(), camera.getViewProjection()); glViewport(0, 0, size.x, size.y); - // Geometry/colour pass - writes albedo, normal and position textures - glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); - glEnable(GL_BLEND); - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_DEPTH_TEST); - glClearColor(0, 0, 0, 1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - scene.content(shader, camera); - - // Environment pass - - // * ambient - clears illumination texture - see setAmbientLight - // * directional - updates shadowMapper, reads normal and position, writes illumination - see setDirectionalLight - scene.environment(shader, *this); - - // Scene lights pass - - // * per light - reads normal and position, writes illumination - glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); - glBlendFunc(GL_ONE, GL_ONE); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, gPosition); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, gNormal); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); - glDisable(GL_DEPTH_TEST); - scene.lights(shader); - - // Composition pass - reads albedo and illumination, writes output - glBindFramebuffer(GL_FRAMEBUFFER, output); - glViewport(0, 0, size.x, size.y); - glCullFace(GL_BACK); - glDisable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, gAlbedoSpec); - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, gIllumination); - lighting.use(); - renderQuad(); + if (glDebugScope _ {gBuffer, "Geometry/colour pass"}) { + // Geometry/colour pass - writes albedo, normal and position textures + glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); + glEnable(GL_BLEND); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_DEPTH_TEST); + glClearColor(0, 0, 0, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + scene.content(shader, camera); + } + + if (glDebugScope _ {gBufferIll, "Environment pass"}) { + // Environment pass - + // * ambient - clears illumination texture - see setAmbientLight + // * directional - updates shadowMapper, reads normal and position, writes illumination - see + // setDirectionalLight + scene.environment(shader, *this); + } + + if (glDebugScope _ {gBufferIll, "Scene lighting pass"}) { + // Scene lights pass - + // * per light - reads normal and position, writes illumination + glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); + glBlendFunc(GL_ONE, GL_ONE); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, gPosition); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gNormal); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); + glDisable(GL_DEPTH_TEST); + scene.lights(shader); + } + + if (glDebugScope _ {output, "Composition pass"}) { + // Composition pass - reads albedo and illumination, writes output + glBindFramebuffer(GL_FRAMEBUFFER, output); + glViewport(0, 0, size.x, size.y); + glCullFace(GL_BACK); + glDisable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, gAlbedoSpec); + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, gIllumination); + lighting.use(); + renderQuad(); + } } void SceneRenderer::setAmbientLight(const RGB & colour) const { + glDebugScope _ {output}; glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glClearColor(colour.r, colour.g, colour.b, 1.0F); glClear(GL_COLOR_BUFFER_BIT); @@ -136,6 +150,7 @@ SceneRenderer::setDirectionalLight( const RGB & colour, const LightDirection & direction, const SceneProvider & scene) const { if (colour.r > 0 || colour.g > 0 || colour.b > 0) { + glDebugScope _ {output}; const auto lvp = shadowMapper.update(scene, direction, camera); glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glBlendFunc(GL_ONE, GL_ONE); -- cgit v1.2.3